World of Warships: Legends ship guide

Sov. Soyuz

Beta
Tank battleshipA health pool that outlasts the line: soak trades peers cannot afford to take.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
Spotter planeHigh HP poolHeavy citadel beltFast turret traverseHeavy powerplantBurny secondaries
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Community Data

Sov. Soyuz Community Stats

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Playstyle

Overview

Sov. Soyuz is a Tier VIII Soviet tank battleship (88,100 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: best heavy citadel belt in T8 BBs (420 mm) and top-decile turret traverse rate in T8 BBs (6).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

High HP pool

88100.0 HP, best of T8 BBs.

Heavy citadel belt

420.0 mm citadel belt, best of T8 BBs. Citadels through angle are rare.

ELITE MAIN BATTERY
  • Fast turret traverse · 6.0°
  • Flat AP trajectory
ELITE MOBILITY
  • Heavy powerplant · 231000.0 hp
  • Holds speed in turns · 243.2 hp
  • Sharp rudder · 14.9 s
Burny secondaries

12.0% best HE fire chance per secondary shell (before target resistance), top decile of T8 BBs. Stacks fires faster than peers in a brawl.

Acquisition

How to get Sov. Soyuz

Sov. Soyuz is available in the Juggernaut Battleships branch of the U.S.S.R. Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Sov. Soyuz sits in the Juggernaut Battleships branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Sov. Soyuz sits among Tier VIII BBs (31 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHit points88,100 HP (1 of 2 tied) BestCitadel belt420 mm (1/29) Top 10%Rudder shift14.9 s (2/31) Top 10%Traverse-to-turn ratio6.91 × (2/31) Top 10%Secondary fire chance12% (3/29) Top 10%Acceleration33.1 s (3/31) Top 10%Engine power231,000 hp (3/31) Top 10%Turn-speed retention243.2 hp/m (3/31) Top 25%Main battery range17.39 km (8/31) Top 25%HE fire chance40% (7/31) Top 25%AP shell damage13,250 (7/31) Bottom 25%HE DPM105,455 (25/31) Bottom 25%Displacement65,150 t (27/31) Bottom 25%AA threat1,306 (28/31) Bottom 10%AA DPS367 (29/31) WorstNo torpedoes (24 of 31 in cohort) WorstRepair charges2 (1 of 10 tied)
See 28 mid-pack stats

Not standouts for Sov. Soyuz -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed28 kt(24/31) Concealment15.81 km(17/31) Air detection12.65 km(17/31) Main battery caliber406 mm(17/31) Main battery reload29.7 s(23/31) Sigma1.7(21/31) HE shell damage5,800(13/31) Fires per minute7.27(17/31) AP DPM240,909(23/31) Main dispersion221.1 m(15/31) Secondary DPM (per side)188,600(22/31) HE alpha2,200(9/29) Secondary HE pen25 mm(15/29) AP velocity830 m/s(14/31) HE velocity830 m/s(12/31) AP arming threshold68 mm(17/31) Power-to-weight3.55 hp/t(9/31) AA range5 km(17/31) Max armor425 mm(9/31) Deck armor70 mm(11/28) NormSecondary dispersion bracket57(25 of 31 tied at this value) NormAP fuse timer0.03 s(28 of 31 tied at this value) NormAP ricochet start45°(28 of 31 tied at this value) NormAP auto-bounce angle60°(28 of 31 tied at this value) NormSecondary range5 km(16 of 31 tied at this value) NormRepair heal rate0.5 %/s(23 of 31 tied at this value) NormBow armor32 mm(27 of 29 tied at this value) NormStern armor32 mm(27 of 29 tied at this value)
Survivability
Hit PointsInitial: 80,900 → 88,100
Displacement65,150 t
Armor range19–425 mm
Plate armor thicknesses19, 20, 25, 32, 38, 50, 58, 60, 65, 70, 75, 83, 100, 155, 180, 220, 230, 250, 285, 365, 375, 390, 406, 420, 425 mm
Armor material/layer entries58
Fire resistance40%
Fire duration60 s
Torp Reduction37%
Main Battery
ModuleArtillery: 406 mm/50 B-37/MK-1
Mounts / barrels3 mounts / 9 barrels
Reload time33 s
Firing range (base)15.8 km
Firing range (top fire control)17.4 km
Turret traverse6 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1581030·131.11000+1.1)·30=221.1m
221.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =221.1·0.75=165.9m
165.9 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =221.1·0.356(σ=1.7)=78.8m
78.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =165.9·0.356(σ=1.7)=59.1m
59.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 33 s base reload = 16.4.
16.4
HE shells
HE Damage5,800
HE Velocity830 m/s
Fire Chance40%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,800 HE damage x 9 broadside guns = 52,200.
52,200
Base HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 33 s base reload = 94,909.
94,909
Installed HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 105,455.
105,455
Base fires/min
ƒ16.4 shells/min x 40% fire chance = 6.55.
6.55
AP shells
AP Damage13,250
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2300·11080.69·0.4061.07·8301.38=812.2mm. Matches the in-game spec card.
812.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.7 km), where the shell has slowed to 587.5 m/s: P=107·2300·11080.69·0.4061.07·587.51.38=504.2mm.
504.2 mm
AP full-salvo alpha
ƒ13,250 AP damage x 9 broadside guns = 119,250.
119,250
Base AP DPM
ƒ119,250 AP full-salvo alpha x 60 / 33 s base reload = 216,818.
216,818
Installed AP DPM
ƒ119,250 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 240,909.
240,909
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
250
AA Defense
AA mount pointsInitial: 16 → 24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.75) + (37×3.5×0.75) + (20×3.5×0.7) + (23×3.5×0.75) = 367. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
367
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
37 mm V-11 (upgraded hull only)8×2 37mm
37 mm 46-KInitial: 8×4 → 12×4 37mm
25 mm 4M-120 (upgraded hull only)4×4 25mm
37 mm 70-K (stock hull only)8×1 37mm
100 mm/56 MZ-14 (DP)4×2 100mm
Far aura
DPS
ƒIncludes 23 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
23
Range5 km
Outer Medium aura
DPS37
Range3.5 km
Total DPS in Aura
ƒFar 23 + Outer Medium 37 = 60
60
Inner Medium aura
DPSInitial: 70 → 61
Range3.2 km
Total DPS in Aura
ƒFar 23 + Outer Medium 37 + Inner Medium 61 = 121
121
Near aura
DPS20
Range3.1 km
Total DPS in Aura
ƒFar 23 + Outer Medium 37 + Inner Medium 61 + Near 20 = 141
141
S
Secondary Battery
Mounts10 → 6
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
100 mm/56 MZ-14 (×4)
Caliber100 mm
Reload time3.75 s
HE Damage1,400
Muzzle Velocity895 m/s
Fire Chance6%
Armor Pen17 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/57 MK-17 (×6)
Caliber152 mm
Reload time8 s
HE Damage2,200
Muzzle Velocity950 m/s
Fire Chance12%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 231,000 hp
Engine power231,000 hp
Maximum speed28 kt
Turning circle radius950 m
Rudder shift time14.9 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (25.2 kt of 28 kt), from our in-house acceleration model.
33.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.7 kt of 28 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
52.4 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·28.0·0.5144950=0.87°/s, so ratio=ωturretωhull=60.87=6.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.9× slow
Concealment
Detectability by sea15.81 km
Detectability by air12.65 km
Smoke firing penalty15.25 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.81 km
Detect Fire Sea17.81 km
Detect Fire Air15.65 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 12,334 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 24,668 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 440 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (88,100 HP) per second = 440 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points80,900 → 88,100
  • Rudder shift27.2 → 19.4 s
  • AA mounts16 → 24
  • Close-range AA DPS70 → 118
  • Maximum AA range3.2 → 3.5 km
Fire controlUpgrade
  • Main battery range15,810 → 17,391 m

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.7
Max Horiz Disp221.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15810}{30}\cdot\dfrac{13-1.1}{1000} + 1.1\right)\cdot 30 = 221.1\,\text{m}$
Shell scatter width @ 10 km152 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp165.9 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 221.1 \cdot 0.75 = 165.9\,\text{m}$
Shell scatter height @ 10 km65.1 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp78.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 221.1 \cdot 0.356\;(\sigma = 1.7) = 78.8\,\text{m}$
Med Vert Disp59.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 165.9 \cdot 0.356\;(\sigma = 1.7) = 59.1\,\text{m}$
AP Pen Close812.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2300 \cdot 1108^{0.69} \cdot 0.406^{-1.07} \cdot 830^{1.38} = 812.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far504.2 mm
Same formula at the ship's max firing range (21.7 km), where the shell has slowed to 587.5 m/s: $P = 10^{-7}\cdot 2300 \cdot 1108^{0.69} \cdot 0.406^{-1.07} \cdot 587.5^{1.38} = 504.2\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha52,200
5,800 HE damage x 9 broadside guns = 52,200.
AP full-salvo alpha119,250
13,250 AP damage x 9 broadside guns = 119,250.
Base HE DPM94,909
52,200 HE full-salvo alpha x 60 / 33 s base reload = 94,909.
Base AP DPM216,818
119,250 AP full-salvo alpha x 60 / 33 s base reload = 216,818.
Installed HE DPM105,455
52,200 HE full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 105,455.
Installed AP DPM240,909
119,250 AP full-salvo alpha x 60 / 29.7 s installed reload (Main Battery Mod. 3 = -10%) = 240,909.
Base shells/min16.4
9 broadside guns x 60 / 33 s base reload = 16.4.
Installed shells/min18.2
9 broadside guns x 60 / 29.7 s installed Artillery reload = 18.2.
Base fires/min6.55
16.4 shells/min x 40% fire chance = 6.55.
Installed fires/min7.27
18.2 shells/min x 40% fire chance = 7.27.

AA defense

Close-range AA DPS367
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (61×3.5×0.75) + (37×3.5×0.75) + (20×3.5×0.7) + (23×3.5×0.75) = 367. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1306
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)188,600
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 100 mm (4/side) × 60/3.75 × 1400 = 89,600 + 6×2 152 mm (6/side) × 60/8 × 2200 = 99,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.
Max HE fire chance12%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.
Max HE pen25 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 25 mm from the 152 mm family.

Armor Beta

Hull HP 80,90088,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel375 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–285 mm)6,000 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)60 mm primary (range 25–420 mm)66,100 (75% of HP)
No common caliber overmatches60 mm: most HE shatters, standard pen from 380mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–375 mm)5,700 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 20–420 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure19 mm4,100 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP44,100 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (152 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Engine (module, research)engine coefficient (unconfirmed)-0.128 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP26,400 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

Every custom exterior Sov. Soyuz can equip, from in-game data.

  • Sov. Soyuz default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.